pokeemerald/test/ability_damp.c
DizzyEggg d73ab0246f
Fix Explosion + Galvanize + Volt Absorb and Mind Blown (#2688)
* Fix Explosion and Mind Blown
* Use battler ability in jumpifabilitypresent
2023-02-21 22:50:29 +00:00

75 lines
2.3 KiB
C

#include "global.h"
#include "test_battle.h"
SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies")
{
u32 move;
PARAMETRIZE { move = MOVE_EXPLOSION; }
PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
PARAMETRIZE { move = MOVE_MIND_BLOWN; }
PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
GIVEN {
PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
} SCENE {
ABILITY_POPUP(player, ABILITY_DAMP);
NONE_OF { HP_BAR(player); HP_BAR(opponent); }
}
}
DOUBLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies in a double battle")
{
u32 move;
PARAMETRIZE { move = MOVE_EXPLOSION; }
PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
PARAMETRIZE { move = MOVE_MIND_BLOWN; }
PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
GIVEN {
PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponentLeft, move); }
} SCENE {
ABILITY_POPUP(playerLeft, ABILITY_DAMP);
NONE_OF { HP_BAR(playerLeft); HP_BAR(opponentLeft); HP_BAR(playerRight); HP_BAR(opponentRight); }
}
}
SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from self")
{
u32 move;
PARAMETRIZE { move = MOVE_EXPLOSION; }
PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
PARAMETRIZE { move = MOVE_MIND_BLOWN; }
PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
GIVEN {
PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
ABILITY_POPUP(player, ABILITY_DAMP);
NONE_OF { HP_BAR(player); HP_BAR(opponent); }
}
}
SINGLE_BATTLE_TEST("Damp prevents damage from aftermath")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_TACKLE].flags & FLAG_MAKES_CONTACT);
PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); };
OPPONENT(SPECIES_VOLTORB) { Ability(ABILITY_AFTERMATH); HP(1); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); }
} SCENE {
ABILITY_POPUP(opponent, ABILITY_AFTERMATH);
ABILITY_POPUP(player, ABILITY_DAMP);
NONE_OF { HP_BAR(player); }
}
}